Sketch Recognition for Interactive Game Experiences Using Neural Networks

2021-11-02
Korkut, Elif Hilal
Sürer, Elif
Human freehand sketches can provide various scenarios to the interfaces with their intuitive, illustrative, and abstract nature. Although freehand sketches have been powerful tools for communication and have been studied in different contexts, their capacity to create compelling interactions in games is still under-explored. In this study, we present a new game based on sketch recognition. Specifically, we train various neural networks (Recurrent Neural Networks and Convolutional Neural Networks) and use different classification algorithms (Support Vector Machines and k-Nearest Neighbors) on sketches to create an interactive game interface where the player can contribute to the game by drawing. To measure usability, technology acceptance, immersion, and playfulness aspects, 18 participants played the game and answered the questionnaires composed of four different scales. Technical results and user tests demonstrate the capability and potential of sketch integration as a communication tool to construct an effective and responsive visual medium for novel interactive game experiences.
Lecture Notes in Computer Science, Entertainment Computing – ICEC 2021, 20th IFIP TC 14 International Conference, ICEC 2021

Suggestions

Visual Structuring for Generative Design Search Spaces
Abbas, Günsu Merin; Gürsel Dino, İpek (2016-06-17)
With generative design strategies, the act of design, the problem-solving process, and the interaction, understanding and representation of design artefacts have changed. As such strategies entail a large number of possible design solutions, they also expand the design search space immensely. In addition, due to the automated design generation process, the interaction of the designer through the design process has decreased. This research problematizes two major points as (1) the broad design spaces of gene...
Hierarchical representations for visual object tracking by detection
Beşbınar, Beril; Alatan, Abdullah Aydın; Department of Electrical and Electronics Engineering (2015)
Deep learning is the discipline of training computational models that are composed of multiple layers and these methods have improved the state of the art in many areas such as visual object detection, scene understanding or speech recognition. Rebirth of these fairly old computational models is usually related to the availability of large datasets, increase in the computational power of current hardware and more recently proposed unsupervised training methods that exploit the internal structure of very lar...
Watermarking for 3D represantations
Koz, Alper; Alatan, Abdullah Aydın; Department of Electrical and Electronics Engineering (2007)
In this thesis, a number of novel watermarking techniques for different 3D representations are presented. A novel watermarking method is proposed for the mono-view video, which might be interpreted as the basic implicit representation of 3D scenes. The proposed method solves the common flickering problem in the existing video watermarking schemes by means of adjusting the watermark strength with respect to temporal contrast thresholds of human visual system (HVS), which define the maximum invisible distorti...
Visual structures for generative design search spaces /
Abbas, Günsu Merin; Gürsel Dino, İpek; Baykan, Ahmet Can; Department of Architecture (2014)
With the adoption of computational strategies in design, the act of design, the process of problem solving, and the interaction, understanding and the representation of design artefacts has changed. With generative design methods, the understanding of design as artefact gives way to design as process. Generative methods entail multiple design solutions, which enlarge the design search space due to the large number of possible design solutions. Regarding the automated design generation process, the interacti...
3D Shape Correspondence by Isometry Driven Greedy Optimization
Sahillioğlu, Yusuf (null; 2010-06-01)
We present an automatic method that establishes 3D correspondence between isometric shapes. Our goal is to find an optimal correspondence between two given (nearly) isometric shapes, that minimizes the amount of deviation from isometry. We cast the problem as a complete surface correspondence problem. Our method first divides the given shapes to be matched into surface patches of equal area and then seeks for a mapping between the patch centers which we refer to as base vertices. Hence the correspondence is...
Citation Formats
E. H. Korkut and E. Sürer, “Sketch Recognition for Interactive Game Experiences Using Neural Networks,” presented at the Lecture Notes in Computer Science, Entertainment Computing – ICEC 2021, 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portekiz, 2021, Accessed: 00, 2021. [Online]. Available: https://link.springer.com/chapter/10.1007%2F978-3-030-89394-1_31.